Hello Again List,
A couple of minor issues have come up during my work today and I would
appreciate any help people can be on these topics.

1.) The quest manager has a specific method to add each type of reward
(For example, for the Change Property Reward their is
AddChangePropertyReward (...).) However, the following rewards do not have
a specific method for adding them to a response: CreateEntity,
DestoryEntity, Message and Action.

How are these rewards currently used? Or are they not? My challenge has
been in using them as rewards within an example quest, and my query is
really whether I should write AddSpecificReward methods for each of these
rewards into the quest manager.


2.) Pablo previously mentioned in the emails regarding the project
deliverables that cel expressions are used in rewards to use values from
properties. Are cel expressions the same as quest expressions? And is,
therefore, this the correct documentation for this feature:
http://cel.crystalspace3d.org/main/Quest_Expressions


3.) Given that the New State Reward is highly specific to quests, I can
see no benefit from factoring it out of the Quest system. However, perhaps
I should to maintain consistancy with the rest of the refactor, any
opinions? Or can anyone suggest a use of this reward outside of Quests?


4.) Throughout the discussion of this project, I have focussed
specifically on mentioning that rewards and triggers will be factored out
of the Quest system but have not considered sequences. I still have done
little work with sequences, but it appears logical to me at this time that
they should also be factored out. Any opinions?


Thank you to everyone who has taken the time to read and consider these
issues. I greatly appreciate any and all of your input.

Kind Regards, Sam


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